My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
RIP

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Giant

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Bowler Goblin Giant Fisherman Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Goblin Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Lightning

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Giant

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Guards Fisherman
Giant Snowball
Bats Guards Fisherman
Zap
Bats Guards Goblin Giant Fisherman
Barbarian Barrel
Guards
The Log
Guards Fisherman
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Guards Bowler Fisherman
Fireball
Bowler Fisherman
Poison
Bats Guards Fisherman
Lightning
Bowler Fisherman Goblinstein
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bowler

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Guards Bowler

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Guards Fisherman Bowler Goblinstein Lightning Goblin Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Bats Zap Guards Fisherman

Attack Synergies 1 11

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Zap Bowler Goblin Giant Fisherman
Zap
Goblin Giant Bats Guards Bowler Fisherman
Guards
Zap
Bowler
Bats Zap Lightning Fisherman
Lightning
Bowler Goblin Giant
Goblin Giant
Zap Bats Lightning Fisherman
Fisherman
Bats Zap Bowler Goblin Giant
Goblinstein

Defense Synergies 2 7

Bats
Zap Bowler Goblin Giant Fisherman
Zap
Goblin Giant Bats Guards Bowler Fisherman
Guards
Fisherman Zap
Bowler
Bats Zap
Lightning
Goblin Giant
Zap Bats
Fisherman
Guards Bats Zap
Goblinstein

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Bowler Lightning Zap Goblin Giant
Bats Zap Fisherman
Bowler Fisherman Bats Lightning
Bats Guards Bowler Fisherman
Lightning Bowler
Bowler Bats Zap Guards
Bats Lightning Zap
Bowler Lightning Zap Goblin Giant
Fisherman
Guards Bowler Fisherman
Bats Guards Zap Bowler Goblin Giant Fisherman
Bats Zap
Bowler Bats Zap Guards Lightning
Bowler Bats Zap Guards
Zap Bowler Lightning Fisherman
Bats Bowler Fisherman
Bats Zap Guards Bowler Fisherman
Zap Bats Guards Bowler Fisherman
Fisherman
Bowler Bats Guards Goblin Giant Fisherman

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Zap Bowler Fisherman
Zap Bowler Lightning Fisherman
Guards Bats Zap Bowler Lightning Goblin Giant Fisherman
Guards Bowler Lightning Bats Zap Goblin Giant Fisherman
Guards Bowler Goblin Giant Fisherman
Bats Zap Goblin Giant
Guards Bats Bowler Lightning Goblin Giant
Goblin Giant Fisherman
Zap Lightning Bats
Guards Goblin Giant
Bats Guards Bowler
Lightning Zap Guards Bowler Goblin Giant
Bowler Lightning Guards Goblin Giant
Bowler
Guards Bats Zap Bowler Lightning Goblin Giant Fisherman
Bats Bowler Zap
Zap

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Lightning Guards
Zap Bowler Fisherman
Lightning Goblin Giant
Lightning Guards
Zap Bowler
Bats Zap Goblin Giant
Bowler
Zap Bowler Lightning
Zap Lightning Fisherman
Lightning Bats Guards Bowler Fisherman
Lightning Zap Bowler Fisherman
Lightning Zap
Lightning Bowler Fisherman
Lightning Fisherman
Lightning Zap Fisherman
Lightning Zap Bowler
Lightning Bowler
Lightning
Bats Lightning Fisherman
Lightning Zap Bowler Fisherman
Lightning Zap Bowler
Lightning Bowler
Lightning
Bowler Lightning Fisherman
Lightning Zap
Zap Bowler
Fisherman
Zap Bowler Lightning Fisherman
Lightning Zap Bowler Fisherman
Lightning Zap Fisherman
Lightning Bats Zap
Zap Lightning Bats Guards
Lightning Bowler
Lightning Zap
Zap Lightning
Bowler Lightning
Zap Lightning Bats Guards
Lightning Zap
Lightning Bowler
Zap Bowler Lightning
Lightning Zap
Zap Bats Guards Bowler Lightning
Bats Zap Lightning
Lightning Zap Bowler Goblin Giant
Lightning Bowler

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